via the new site for the Global Campaignhttps://warhammer40000.com/fate-konor-galaxy-flames/Astaramis has come under direct and heavy attack from the forces of Chaos. Yet it seems they are not the only threat, for alien forces of every ilk have been reported on the planet’s surface. If this is true, their intentions as yet remain unclear. In response, mighty armies are mustered to defend the sprawling hive world and battle is joined in earnest.

THE ARMIES
Each player must first muster an army from the miniatures in their collection. A player can include any models in their army, but if their army is Battle-forged, they will also be able to use the unique Fate of Konor Stratagems and the appropriate Stratagems included within this mission.

In this mission, if one player’s Warlord has the IMPERIUM keyword, they are automatically the Defender, and their opponent is the Attacker. If both players’ Warlords have the IMPERIUM keyword, or neither player’s Warlord has the IMPERIUM keyword, the players must roll off to decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD
Create a battlefield using the deployment map included with this mission and then set up terrain. The battlefield should contain several defensible pieces of terrain, such as such as buildings, bunkers and obstacles, representing the territory that the Defender has been tasked with holding against the invading forces.

DEPLOYMENT
After terrain has been set up, the players then alternate deploying their units, one at a time, starting with the Defender. A player’s models must be set up within their own deployment zone, though up to half of a player’s units can instead be placed in Reserve (see the Narrative Play Mission Rules in the Warhammer 40,000 rulebook).

FIRST TURN
The Defender rolls a dice. On a roll of 6, the Defender can choose to take the first turn; otherwise the Attacker has the first turn.

RESERVES
Starting from the second battle round, each player makes a roll for each of their units in Reserve at the end of their Movement phase. On a 3+ the unit being rolled for arrives from Reserve. Units automatically arrive at the end of a player’s fourth Movement phase if they have not already done so.

When a unit arrives, set it up anywhere within 6″ of the controlling player’s battlefield edge that is not within 9″ of any enemy models.

BATTLE LENGTH
The players should use the Random Battle Length rules (see the Narrative Play Mission Rules in the Warhammer 40,000 rulebook) to determine how long the battle lasts.

VICTORY CONDITIONS
At the end of the game, the player who scored the most victory points wins a major victory. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Breach Their Lines: The Attacker scores 1 victory point for each of their units with at least one model completely within the Defender’s deployment zone at the end of the battle.

Destroy Any Approach: Each time one of the Attacker’s units is destroyed, the Defender scores 1 victory point.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

STRATAGEMS
In this mission, players can spend Command Points (CPs) to use the weekly Fate of Konor Stratagems, which are available in all participating stores or with any purchase of special weekly units at games-workshop.com. Players also have access to the following bonus Stratagems:
1CP

AT THE DOUBLE-QUICK
Attacker Stratagem
Use this Stratagem in the Charge phase to charge with a friendly unit that Advanced earlier in the turn.
2CP

SUPPRESSING FIRE
Defender Stratagem
Use this Stratagem immediately before firing Overwatch with a friendly unit in your opponent’s Charge phase to re-roll all failed hit rolls for that unit. In addition, your opponent must subtract 1 from their charge distance for each model in the charging unit that was slain by your unit’s Overwatch fire.

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